September 22nd, 2012, 19:09
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Settling on the Copper gets it done T44, one turn to move onto the hill and one turn to settle.
Also, I vote for Port Royal as the name of the Copper city, mainly because I saw it on a list of possible cities and this city's actually on the water.
(March 12th, 2024, 07:40)naufragar Wrote:"But naufragar, I want to be an emperor, not a product manager." Soon, my bloodthirsty friend, soon.
September 22nd, 2012, 19:23
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...aaand a bit too late, I figured out how to get the Copper hooked up T45 and keep the 1S of Copper spot, at the cost of 1-pop whipping the Settler instead of chopping.
T39 - A chops 2W1N of Barbados, B Roads 1W of Barbados, Settler 45/100
T40 A Roads 2W1N of Barbados (1/2), B Roads 1W of Barbados (2/2), Settler 55/100
T41 A Roads (2/2), B moves on to Copper tile, Settler 65/100
T42 A moves 1NW (Port Royal's spot), Roads (1/2), B Roads (1/2), Settler 75/100 - Whip Settler (105/100)
T43 A Roads (2/2), Settler settles, B Roads (2/2)
T44 A moves on to Copper and Mines, B Mines
T45 Mine completes, Copper hooked up T45.
Building a road on the tile that we're settling allows the city to be settled the turn the settler completes.
(March 12th, 2024, 07:40)naufragar Wrote:"But naufragar, I want to be an emperor, not a product manager." Soon, my bloodthirsty friend, soon.
September 22nd, 2012, 19:51
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Joined: Mar 2012
Doesn't that still work with our current plan ?
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
September 22nd, 2012, 20:30
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Guys, are we even in slavery yet? Maybe I'm forgetting it, but I don't remember ever revolting. If we haven't then we need to do so immediately after building settler so we have it by the time copper is connected. Fitting the revolution there would also mean we get no benefit from roading the city square because revolution turn gets no production anyways.
September 22nd, 2012, 22:44
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waterbat Wrote:Doesn't that still work with our current plan ?
Yes, just that we've already dumped a turn of chopping into the Forest. What do people think about this? Might be worth it to shave another turn off.
Cornflakes Wrote:Guys, are we even in slavery yet? Maybe I'm forgetting it, but I don't remember ever revolting. If we haven't then we need to do so immediately after building settler so we have it by the time copper is connected. Fitting the revolution there would also mean we get no benefit from roading the city square because revolution turn gets no production anyways.
We're in Slavery - even if we aren't, we're Spiritual.
(March 12th, 2024, 07:40)naufragar Wrote:"But naufragar, I want to be an emperor, not a product manager." Soon, my bloodthirsty friend, soon.
September 23rd, 2012, 06:59
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I'm all 4 it stick. Also the forest will be roaded, so potentially no wasted turn later. I don't mind leaving the chop there. We can use it for an extra axe/spear.
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
September 23rd, 2012, 13:38
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Duh, Spiritual! ... That would explain why I couldn't remember a turn of anarchy. I never choose spiritual as a trait (mostly because I did not know how to use it effectively until following some games here at RB) so that didn't even occur to me.
thestick Wrote:...aaand a bit too late, I figured out how to get the Copper hooked up T45 and keep the 1S of Copper spot, at the cost of 1-pop whipping the Settler instead of chopping.
T39 - A chops 2W1N of Barbados, B Roads 1W of Barbados, Settler 45/100
T40 A Roads 2W1N of Barbados (1/2), B Roads 1W of Barbados (2/2), Settler 55/100
T41 A Roads (2/2), B moves on to Copper tile, Settler 65/100
T42 A moves 1NW (Port Royal's spot), Roads (1/2), B Roads (1/2), Settler 75/100 - Whip Settler (105/100)
T43 A Roads (2/2), Settler settles, B Roads (2/2)
T44 A moves on to Copper and Mines, B Mines
T45 Mine completes, Copper hooked up T45.
to continue ...
T45 Mine completes, copper hooked up T45, Barbados +4 hammers into axe (4/35)
T46 Both workers move to and chop forest (3/3), Barbados +24H (28/35)
T47 Both workers build first road towards Tortuga, Barbados +4H (32/35)
T48 Workers build second, Barbados finishes axe EOT
T49 Workers build third road, axe moves 2SW
T50 Workers build fourth (final) road, axe 2SW
T51 Axe arrives in Tortuga
***can get axe to Tortuga T50 by working a forrest at Barbados instead of floodplane T45-47***
our current plan ...
Quote:T39 -- worker A: chop forest (1/3), B: 1N road (1/2), settler 55/100 [after ending turn]
T40 -- A: continue chop forest (2/3), B: finish road (2/2), settler 65/100
T41 -- A: finish forest chop (3/3) +20H, B: 1NW road (1/2) ***Order Important***, settler 95/100
T42 -- A: move to copper, B finish road (2/2), settler complete EOT.
T43 -- settler moves, worker A: road (1/2), worker B move to copper.
T44 -- Found 3rd city (name?), Both workers work mine (2/4), at Barbados 9 hammers into something (5 food/hammers overflow + 4 base)
T45 -- Both workers finish mine (4/4), Barbados +4 hammers (13 total ... not enough for Q before copper comes in) Grows to size 3?
T46 -- Worker A finishes copper road (2/2), Change tiles at Barbados to get 5 hammers into Axe so can whip next turn.
T47 -- whip axe [get it EOT]
continued ...
T47 -- whip axe [get EOT], only one worker can get to tile 1SW of Barbados with a mp for roading
T48 -- worker finishes road, axe moves 2SW
T49-51 -- Axe walks SW without roads, arriving at Tortuga T51.
September 24th, 2012, 08:09
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im for plan(a) with the earlier whip and then chopping into the axe if we need to. We also get a good road network up for more reinforcements if needed.
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
September 24th, 2012, 09:21
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Joined: Apr 2012
I don't anticipate being able to log in in the next day or two so I'll state my case and cast my vote now. See image below for reference, since we've used A & B as worker names I've used C & D for the Q's, X & Y for M3 warriors.
Right now I think we have options (but I favor 1 over 2)
1) leave C in place, move D 1N (to hill)
2) leave both C & D in place
***Do not move D toward Tortuga***
Why leave C 1NE of Tortuga? Tortuga cannot be attacked this turn, and if M3 moves toward Tortuga (pink) we can move C inside city next turn and it will defend just as well as if we moved it in this turn. In it's current position it is close enough to reach Barbados if M3 advances on the capital. We don't want to delay settler/copper/axe by whipping out another defender.
Why I favor taking the high ground 1N of D ... See blue line above. If we move D closer to Tortuga then M3 can follow blue path with X and cut us off from Barbados. If we leave D in place (it would have enough moves to reach Barbados) then X can take the hill along blue path, we would be forced to move both Q's 1NE, where X can then attack D at ~40% and wound/kill it on the flatland plains. If we lose on D defense we have X between C and Barbados and would have to attack through it, if we win we can get both C & D into Barbados. So leaving both in place (option 2) relies on winning a 60% defensive battle. No thanks.
Moving D onto hill 1N prevents X from penetrating behind us. To advance on Barbados M3 could either follow yellow with both (more likely IMO) or follow blue with Y and yellow with X. If M3 continues to advance on Barbados then Tortuga is safe except from axe/chariot appearance. Therefore we can, and should, retreat C & D back to capital for defense (Tortuga is also completing another Q soon).
If X moves to the square D occupies then attack with C. ~ 60% odds and (regardless of win/loss) move D 1E off hill to plains with blue cross (1NE of current D) and continue retreat towards Barbados. The difference between this RNG case and the last is now the battle does not risk cutting off D from Barbados. If M3 follow yellow then move C & D 1NE of their current positions. In the case of yellow route we have time to get both our Q's back to Barbados. If my math is also correct, Tortuga will also finish a second Q defender in time if M3 puts both warriors on yellow and then move back to corn.
September 24th, 2012, 22:02
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Hey guys-
Sorry I've been AWOL. But anyway, it looks like you guys have things well in hand. The only thing I can think of is to keep up diplomacy with Menagerie, trying to persuade them to call off a hopeless war that will ruin them too. It might be worth sending them a (cropped) screenshot to prove we have copper.
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